Hair

I did the hair in Maya using XGen. I have only relatively recently started using it, it’s the whole reason I use Maya now because unfortunately, 3ds Max doesn’t have a proper hair solution that is stable. I don’t know how it is now, but Ornatrix has proven to be horribly unstable for me in the past, exploding grooms after an update, and randomly ruining grooms I spent hours on, so I was pretty new to XGen it when starting Beauty’s hair.

I did some tutorials while working on the monster hunters and this was my first attempt at guide curve hair.

On a separate skullcap, I started out with Normal XGen. I find laying down the guide curves works really well, separating the different hair locks using the Region Map. For this character, I only did the areas that you will actually see since she’s wearing a hood. I use standard XGen’s place guides system to create the peach fuzz, eyebrows, and eyelashes.

Once I was happy enough with what the hair looked like, I converted the hair to XGen Interactive. The reason for that is XGen Interactive has some amazing tools XGen Normal doesn’t have, like being able to “sculpt” the hair, which means I can manually move and adjust the hair individually if needed similar to ZBrush, which makes it easy to control, fix intersections with clothing, make manual hair clumps and shape them exactly how I want.



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